/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __MATH_ANGLES_H__ #define __MATH_ANGLES_H__ /* =============================================================================== Euler angles =============================================================================== */ // angle indexes #define PITCH 0 // up / down #define YAW 1 // left / right #define ROLL 2 // fall over class idVec3; class idQuat; class idRotation; class idMat3; class idMat4; class idAngles { public: float pitch; float yaw; float roll; idAngles(); idAngles( float pitch, float yaw, float roll ); explicit idAngles( const idVec3& v ); void Set( float pitch, float yaw, float roll ); idAngles& Zero(); float operator[]( int index ) const; float& operator[]( int index ); idAngles operator-() const; // negate angles, in general not the inverse rotation idAngles& operator=( const idAngles& a ); idAngles operator+( const idAngles& a ) const; idAngles& operator+=( const idAngles& a ); idAngles operator-( const idAngles& a ) const; idAngles& operator-=( const idAngles& a ); idAngles operator*( const float a ) const; idAngles& operator*=( const float a ); idAngles operator/( const float a ) const; idAngles& operator/=( const float a ); friend idAngles operator*( const float a, const idAngles& b ); bool Compare( const idAngles& a ) const; // exact compare, no epsilon bool Compare( const idAngles& a, const float epsilon ) const; // compare with epsilon bool operator==( const idAngles& a ) const; // exact compare, no epsilon bool operator!=( const idAngles& a ) const; // exact compare, no epsilon idAngles& Normalize360(); // normalizes 'this' idAngles& Normalize180(); // normalizes 'this' void Clamp( const idAngles& min, const idAngles& max ); int GetDimension() const; void ToVectors( idVec3* forward, idVec3* right = NULL, idVec3* up = NULL ) const; idVec3 ToForward() const; idQuat ToQuat() const; idRotation ToRotation() const; idMat3 ToMat3() const; idMat4 ToMat4() const; idVec3 ToAngularVelocity() const; const float* ToFloatPtr() const; float* ToFloatPtr(); const char* ToString( int precision = 2 ) const; }; extern idAngles ang_zero; ID_INLINE idAngles::idAngles() { } ID_INLINE idAngles::idAngles( float pitch, float yaw, float roll ) { this->pitch = pitch; this->yaw = yaw; this->roll = roll; } ID_INLINE idAngles::idAngles( const idVec3& v ) { this->pitch = v[0]; this->yaw = v[1]; this->roll = v[2]; } ID_INLINE void idAngles::Set( float pitch, float yaw, float roll ) { this->pitch = pitch; this->yaw = yaw; this->roll = roll; } ID_INLINE idAngles& idAngles::Zero() { pitch = yaw = roll = 0.0f; return *this; } ID_INLINE float idAngles::operator[]( int index ) const { assert( ( index >= 0 ) && ( index < 3 ) ); return ( &pitch )[ index ]; } ID_INLINE float& idAngles::operator[]( int index ) { assert( ( index >= 0 ) && ( index < 3 ) ); return ( &pitch )[ index ]; } ID_INLINE idAngles idAngles::operator-() const { return idAngles( -pitch, -yaw, -roll ); } ID_INLINE idAngles& idAngles::operator=( const idAngles& a ) { pitch = a.pitch; yaw = a.yaw; roll = a.roll; return *this; } ID_INLINE idAngles idAngles::operator+( const idAngles& a ) const { return idAngles( pitch + a.pitch, yaw + a.yaw, roll + a.roll ); } ID_INLINE idAngles& idAngles::operator+=( const idAngles& a ) { pitch += a.pitch; yaw += a.yaw; roll += a.roll; return *this; } ID_INLINE idAngles idAngles::operator-( const idAngles& a ) const { return idAngles( pitch - a.pitch, yaw - a.yaw, roll - a.roll ); } ID_INLINE idAngles& idAngles::operator-=( const idAngles& a ) { pitch -= a.pitch; yaw -= a.yaw; roll -= a.roll; return *this; } ID_INLINE idAngles idAngles::operator*( const float a ) const { return idAngles( pitch * a, yaw * a, roll * a ); } ID_INLINE idAngles& idAngles::operator*=( float a ) { pitch *= a; yaw *= a; roll *= a; return *this; } ID_INLINE idAngles idAngles::operator/( const float a ) const { float inva = 1.0f / a; return idAngles( pitch * inva, yaw * inva, roll * inva ); } ID_INLINE idAngles& idAngles::operator/=( float a ) { float inva = 1.0f / a; pitch *= inva; yaw *= inva; roll *= inva; return *this; } ID_INLINE idAngles operator*( const float a, const idAngles& b ) { return idAngles( a * b.pitch, a * b.yaw, a * b.roll ); } ID_INLINE bool idAngles::Compare( const idAngles& a ) const { return ( ( a.pitch == pitch ) && ( a.yaw == yaw ) && ( a.roll == roll ) ); } ID_INLINE bool idAngles::Compare( const idAngles& a, const float epsilon ) const { if( idMath::Fabs( pitch - a.pitch ) > epsilon ) { return false; } if( idMath::Fabs( yaw - a.yaw ) > epsilon ) { return false; } if( idMath::Fabs( roll - a.roll ) > epsilon ) { return false; } return true; } ID_INLINE bool idAngles::operator==( const idAngles& a ) const { return Compare( a ); } ID_INLINE bool idAngles::operator!=( const idAngles& a ) const { return !Compare( a ); } ID_INLINE void idAngles::Clamp( const idAngles& min, const idAngles& max ) { if( pitch < min.pitch ) { pitch = min.pitch; } else if( pitch > max.pitch ) { pitch = max.pitch; } if( yaw < min.yaw ) { yaw = min.yaw; } else if( yaw > max.yaw ) { yaw = max.yaw; } if( roll < min.roll ) { roll = min.roll; } else if( roll > max.roll ) { roll = max.roll; } } ID_INLINE int idAngles::GetDimension() const { return 3; } ID_INLINE const float* idAngles::ToFloatPtr() const { return &pitch; } ID_INLINE float* idAngles::ToFloatPtr() { return &pitch; } #endif /* !__MATH_ANGLES_H__ */